How to make a eyelid-system in BGE?
@Monster comment made me remember that I used to use shape keys in eyelid movement. Now, I'm using bone deformation (because of someone suggest). To make any eyelid-system, I need to drive the influence of "something".


Using Bone Deformation: I have to drive some constraint influence.
Using Shape Keys: I have to drive shape keys value.


In BGE we can't drive constraint influence, but we can do it with Shape Keys values. So, the second method is the suitable one for me (at this moment).

I make a new file, with a Shape Keys based Eyelid-Movement here: http://pasteall.org/blend/41589


It respects the eye (bone) rotation (to raise and lower the eyelid.2 automatically).
When I close the eyelid (with eyelid.1 bone), eyelid.2 stands still.



How the system works:


eyelid.1 is the bone to animate.
eyelid.2 copies eyelid.1 location (using Offset) and it has an Action constraint, to move itself when the eye is moving.
The mesh has a shape key eyelid.down that is driven with Minimum Value by two variables using eyelid.1 and eyelid.2, both with Transform Channel in Y Location at Local with its respective bones.
The shape key eyelid.up is driven by the same variables, but with Maximum Value and with the inverted curve.


... it's better to see the blend file.